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La Fayette
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albi, france
Oct 2000 time: 06:22
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Shall I play my turn again? I think at least tanelorn played after me.
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germanos
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behind a firm ****, Rotterdam, NL
Apr 2002 time: 06:22
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quote: Originally posted by tanelorn
Now that I think of it, I had at least one settler relocated, though at the time I figured I hadnt pressed ctrlN. Darn! |
I think we are still talking about two different things:
SlowThinker and I have had changes INSIDE our cities, and the workers citizens we refer to are the ones as shown below.
For some reason, apparently due to the F11 key, the game switches the workers to other squares then the ones we left them when our turn was finished.
LaFayette:
I'm not sure if its necessary, but maybe it is a good idea to replay your turn, just doing what you did before, exept pressing the F11(demographics screen). Do you remember if you pressed the F11 key?
Atleast we will have a possibility to check if the F11 key is what caused the problem for SlowThinker, so yeah, go ahead and replay and post the (hopefully) clean save.
Attachment: workers.gif
This has been downloaded 47 time(s).
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Kull

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El Paso, TX USA
Mar 1999 time: 22:22
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quote: Originally posted by tanelorn
@ Everyone: If you d' like me to keep events messages concerning you confidential, just tell me to. |
In SoG, the turn-based Event messages are intended for everyone, although in a PBEM only the first player sees them - hence the requirement for tanelorn to make them public. Confidentiality is not an option.
On the separate subject of gifting cities and units, here's my primary objection: Those are NOT features of the standard Civ2 engine, and this scenario was not designed with such options in mind. Plus, both features are simply ripe with imbalancing possibilities. What if a player decides to quit the game, and - instead of allowing us to search for a replacement - gives almost every city and unit to another player? We can either spend weeks finetuning the "rules of gifting" or just simplify matters by prohibiting this altogether. A player could do the same thing with gold or techs, but that IS a feature of the existing game engine, so while I might not like the tactic, at least it's an accepted part of the game.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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Now I had no relocated workers...
There is some logic that the engine must recalculate Civs after F11 and so look in cities. But I don't understand why Minoan F11 spoils Babs and Babs F11 spoils Assyrians.
germanos, did you do testing at Imperialism 1870 game?
Attachment: bab_b3100.net
This has been downloaded 0 time(s).
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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I am sorry, I clicked on status window at end of my turn and the AI started to manage your civs: I noticed somebody is building a wonder (AI stopped the building), but I was enough resourceful not to read details.
This invokes a question why we don't use hotseat mode? See AI relocating workers; Hotseat mode .
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La Fayette
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albi, france
Oct 2000 time: 06:22
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quote: Originally posted by SlowThinker
I see a problem with no city and no unit gifting: peripheral civs (like Babylonia, maybe Persia - I don't know the map) will stay confined in their area. And they won't be able to trade overseas.
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In fact Egypt is stuck in the South; Babs are stuck in the South-East; Persia is stuck in the East; Greece is stuck in the West; so are the Minoans (to a lesser degree).
Only the Assyrians and the Hittites have easy contact with 3 or 4 other civs in the early game. They are the 'center of the board', which is a great advantage when playing chess. My bet is that it will also prove such in this game.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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quote: Originally posted by Kull
What if a player decides to quit the game, and - instead of allowing us to search for a replacement - gives almost every city and unit to another player? |
quote: Originally posted by tanelorn
Pah! City-gifting is easy. Just use CivCity. It's been done in other PBEMs. However city gifting by capture and unit gifting entail tech-leak aswell... Tricky. |
I suppose (?) tanelorn wants to say the quitting player can anyway let his 'friend' to 'conquer' all his cities and to put all units in a 2-sized city and let it bribe.
quote: Originally posted by La Fayette
In fact Egypt is stuck in the South; Babs are stuck in the South-East; Persia is stuck in the East; Greece is stuck in the West; so are the Minoans (to a lesser degree). |
But Egypt, Greece and Minoans can get to other civs by ships. They can send caravans anywhere. But Babylonians (and Persians?) can't get caravans overseas (to Greece and Minoans). With city/unit gifting they could 'trade' a city or units at Mediterranean.
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germanos
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behind a firm ****, Rotterdam, NL
Apr 2002 time: 06:22
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(renamed many of my cities, hopefully they will be historically more correct now )
The Assyrian Empire has grown large, really large.
The King, Harhadu, has been thinking what to do with this wealth, and what the diversity of his subordinates meant for such an empire he commands. After carefull consults with his advisors he has come to the conclusion that diversity among he people should not be feared, but yet be rewarded, and possibly even encouraged.
Therefore, special projects have been commited to each city, and the first results have been are presented this decade.
The city of Ekallate has been rewarded for the excelent scolars it has brought to Nineveh: a School of Scribes has been build in the city to encourage students to attend classes by the many wise men in the city.
Nimrud has been blessed by a centre for Barter, and the many merchants traveling to the city will reap its rewards, and so will the treasury in the Royal Palace in Nineveh.
In Nineveh itself, Artisans from all over Assyria have been provided with their own quarter, and the interaction among them will boost Assyrian production.
Similar projects are in the works in many towns and cities.
My message to the Hatte has been posted earlier.
Egyptian forces have been met along the Jordan River and in the southern part of the vast central desert.
Attachment: assyria_b3100.net
This has been downloaded 2 time(s).
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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I have tested the worker-relocating problem in my city with La Fayette. Also this occurence of relocation was caused by the F11 key.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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My opinion shifted in favor not to allow city giving (because we would have to add some restrictive rules due to wonders). City giving may be substituted by Farmer giving (it don't bring any side effects).
Now I prefer to allow unit giving, but my final opinion depends on Kull's original reasons he had in mind when created the scenario. So I remind my question for Kull:
quote:
quote: Originally posted by Kull
...and this scenario was not designed with such options in mind.
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This is a serious reason. But can you explain how is this scenario different from others? Which problems can city and unit giving bring on especially in this scenario?
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Last edited by SlowThinker on 30-08-2003 at 20:00
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Kull

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El Paso, TX USA
Mar 1999 time: 22:22
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quote: Originally posted by Kull
Long story short, it looks like we're in complete agreement! |
However, I 'd like to talk a little more about the mechanics of unit gifting. In the basic game, gifted units are teleported into the capital city of the receiving civ, yes? So that should serve as the baseline. Any variation from that will need to be agreed upon beforehand.
For example, here's the kind of "exploit" I'd like to avoid: CivA has a war going badly on his southern front. He has plenty of troops on the north border, but it will take several turns to get them to the south to stem the invasion. CivA has a bright idea and gives all his northern armies to trusted ally CivB, who immediately teleports them and gives them all back - neatly positioned near the Southern border.
I've never used the 3rd party tool that controls unit gifting (and so this may not be possible), but I'd almost prefer a rule that says if you give a unit, it transfers ownership in the EXACT location it currently occupies (which would eliminate teleporting altogether)
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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quote: Originally posted by SlowThinker on page 22
Rules:
Description of allowed ways for implementing barters/gifts:
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Units: online connection; Yaroslav is preparing unit exchange in new version of YaroTool; AI diplomacy is forbidden because units are teleported |
A unit given by AI diplomacy (F3 key) is always moved from one city to another city. This forces teleporting - at least by 2 squares. So I think it should be forbidden.
So now only possible way is an online (MP) diplomacy. Yaroslav's utility will allow the unit giving in the next version only.
Another possible exploit are caravans, but the proposed rules count with the problem.
Last edited by SlowThinker on 30-08-2003 at 23:22
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